Fix misc 13 (#1244)

* Squared variables fixup

* `sAnimSoundFrames` fixup

* `ocElemFlags` fixup

* `toucherFlags` fixup

* `bumperFlags` fixup

* `atFlags` fixup

* `acFlags` fixup

* `ocFlags1` fixup

* `ocFlags2` fixup

* `&=`

* `TOUCH_SFX_NONE` -> `_MASK` in `CollisionCheck_HitSolid`
This commit is contained in:
Dragorn421
2022-05-31 11:48:41 -07:00
committed by GitHub
parent d6a7d43735
commit fa1ea37d54
35 changed files with 126 additions and 124 deletions
+1 -1
View File
@@ -1715,7 +1715,7 @@ s32 Math3D_TriChkLineSegParaZDist(Vec3f* v0, Vec3f* v1, Vec3f* v2, Plane* plane,
s32 Math3D_LineSegVsPlane(f32 nx, f32 ny, f32 nz, f32 originDist, Vec3f* linePointA, Vec3f* linePointB,
Vec3f* intersect, s32 fromFront);
void Math3D_TriNorm(TriNorm* tri, Vec3f* va, Vec3f* vb, Vec3f* vc);
s32 Math3D_PointDistToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
s32 Math3D_PointDistSqToLine2D(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2, f32 y2, f32* lineLenSq);
s32 Math3D_LineVsSph(Sphere16* sphere, Linef* line);
s32 Math3D_TriVsSphIntersect(Sphere16* sphere, TriNorm* tri, Vec3f* intersectPoint);
s32 Math3D_CylVsLineSeg(Cylinder16* cyl, Vec3f* linePointA, Vec3f* linePointB, Vec3f* intersectA, Vec3f* intersectB);
+2 -1
View File
@@ -25,7 +25,7 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
/* 0x02 */ u8 acFlags; // Information flags for OC collisions.
/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
@@ -317,6 +317,7 @@ typedef enum {
#define TOUCH_ON (1 << 0) // Can have AT collisions
#define TOUCH_HIT (1 << 1) // Had an AT collision
#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
#define TOUCH_SFX_MASK (3 << 3)
#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound